/* vines.css - the Vines game (climb 5 stacked floors via vines, bottom-left
   to top-right, shooting side-to-side spiders along the way). Reuses
   tokens from styles.css, game-shell.css's shell/bar/pause/joystick
   chrome, and .course-primary. Background/foliage detail is drawn on the
   canvas itself (vines.js) -- this file is chrome + layout only. */

.vines-stage {
  display: flex;
  flex-direction: column;
  height: 100%;
  padding: 10px;
  gap: 8px;
}

.vines-stats {
  display: flex;
  align-items: center;
  justify-content: center;
  gap: 20px;
  flex: 0 0 auto;
  flex-wrap: wrap;
}

/* Real bug found & fixed (caught via a live screenshot after the shared
   settings gear button was added to game-shell's button cluster): on
   real mobile, the shell's pause/mute/settings/close buttons float as an
   overlay directly on top of this row (see game-shell.css's own
   comment), and this stats row never reserved any clearance for them at
   all -- unlike Slither's own equivalent fix, this game never got one.
   Same treatment as Slither's .slither-stats, pulling both numbers from
   game-shell.css's shared --gs-bar-left-clear/--gs-bar-right-clear so
   all three games stay in sync automatically if the button cluster ever
   changes again. */
@media (max-width: 480px) {
  .vines-stats {
    padding: 0 var(--gs-bar-right-clear) 0 var(--gs-bar-left-clear);
  }
}

.vines-stat {
  display: flex;
  flex-direction: column;
  align-items: center;
  line-height: 1.1;
  min-width: 56px;
}

.vines-stat-label {
  font-size: 10px;
  text-transform: uppercase;
  letter-spacing: .08em;
  font-weight: 600;
  color: var(--muted);
}

.vines-stat-value {
  font-size: 18px;
  font-weight: 700;
  color: var(--text);
  margin-top: 2px;
  font-variant-numeric: tabular-nums;
}

.vines-arena-wrap {
  position: relative;
  flex: 1 1 auto;
  min-height: 0;
  width: 100%;
}

.vines-canvas {
  display: block;
  width: 100%;
  height: 100%;
  /* A dark canopy backdrop as a CSS fallback -- vines.js paints a richer
     gradient + foliage over this every frame, but this keeps the very
     first paint (and any brief gap before the first frame) from flashing
     the plain --surface color used by the other games' canvases. Kept in
     step with drawBackground()'s own gradient so the first paint already
     looks like the game. */
  background: linear-gradient(180deg, #1e4d2c 0%, #173d24 40%, #102a1a 75%, #08170e 100%);
  border: 1px solid var(--border);
  border-radius: var(--radius);
  box-shadow: var(--shadow);
  touch-action: none;
}

.vines-level-up {
  position: absolute;
  top: 14px;
  left: 50%;
  transform: translateX(-50%);
  background: rgba(52, 211, 153, .92);
  color: #06170f;
  font-weight: 700;
  font-size: 13px;
  padding: 8px 16px;
  border-radius: 999px;
  box-shadow: 0 6px 18px rgba(0, 0, 0, .3);
  opacity: 0;
  pointer-events: none;
  transition: opacity .3s ease, transform .3s ease;
  z-index: 5;
}

.vines-level-up[hidden] {
  display: none;
}

.vines-level-up.is-visible {
  opacity: 1;
  transform: translateX(-50%) translateY(4px);
}

.vines-overlay {
  position: absolute;
  inset: 0;
  display: flex;
  align-items: center;
  justify-content: center;
  background: rgba(6, 12, 8, .78);
  border-radius: var(--radius);
  z-index: 12;
}

/* Start overlay only -- lightened (was .78) so the jungle attract scene
   shows through behind the title, same posture as Slither's own
   .slither-overlay--start. The game-over overlay keeps the darker .78 so
   the scoreboard still reads clearly. */
.vines-overlay--start {
  background: rgba(6, 12, 8, .55);
}

.vines-overlay[hidden] {
  display: none;
}

.vines-overlay-card {
  text-align: center;
  padding: 24px;
}

.vines-overlay-title {
  font-family: Georgia, serif;
  font-size: 26px;
  color: var(--text);
  margin-bottom: 8px;
}

.vines-overlay-text {
  color: var(--muted);
  font-size: 14px;
  margin: 0 0 18px;
}
